Automatic teller machine game-based authentication functionality

ABSTRACT

In an example, a method for implementing gamification in user authentication operations for a customer financial transaction device such as an automatic teller machine (ATM) or kiosk may be provided to improve security and enable enhanced electronic display and user interface features. In one example, the electronic operations for implementing gamification may include associated actions in a user interface authentication screen with defined gamification functions, receiving and evaluating input in the user interface authentication screen, and enabling or performing certain authentication actions based on an expected gamification action. In further examples, the gamification may be implemented based on themes for the user interface that match entertainment themes, individual games, or customizations to graphical and text content established by the user.

RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/161,543, filed May 23, 2016, which claims the benefit of U.S.Provisional Patent Application Ser. No. 62/310,262, filed Mar. 18, 2016,and titled “AUTOMATIC TELLER MACHINE GAME-BASED USER INTERFACEFUNCTIONALITY,” and is related to U.S. patent application Ser. No.15/161,528, filed May 23, 2016, and titled “AUTOMATIC TELLER MACHINEGAME-BASED TRANSACTION FUNCTIONALITY”, each of which are incorporated byreference herein in their entirety.

TECHNICAL FIELD

Embodiments described herein generally relate to electronic processingactivities occurring in computer system-based user interfaces, and inparticular, but not by way of limitation, to configurations andtechniques for implementing user interface features in a computerizeddevice such as an Automatic Teller Machine.

BACKGROUND

Automatic Teller Machines (ATMs) are commonly used to perform a varietyof banking and other financial transaction functions with customers.ATMs include various electronic input and output devices to receive andprovide information to a customer, for use in conducting the variousfinancial transactions. For example, many ATMs include a display screento present a user interface on a touchscreen display to control theperformance of the financial transaction, as the touchscreen receivesthe commands and inputs from the customer for performance of thefinancial transaction. Existing user interfaces deployed on ATMs withtouchscreen displays may involve the use of on-screen buttons, keypads,and keyboards, and graphical and text outputs. However, such userinterfaces are often limited in functionality and provide a staticdisplay of information.

BRIEF DESCRIPTION OF THE DRAWINGS

In the drawings, which are not necessarily drawn to scale, like numeralsmay describe similar components in different views. Like numerals havingdifferent letter suffixes may represent different instances of similarcomponents. Some embodiments are illustrated by way of example, and notof limitation, in the figures of the accompanying drawings, in which:

FIG. 1 is an illustration of a computer processing environment depictinggamification operations and interactions among a user, an ATM, and aremote service provider, according to various examples;

FIG. 2 is an illustration of data maintained for implementation ofgamification operations and interactions in a user interface of acustomer financial transaction device, according to various examples;

FIG. 3 is an illustration of a flowchart for a method of implementinggamification in transaction user interface actions of a customerfinancial transaction device, according to various examples;

FIG. 4 is an illustration of a flowchart for a method of implementinggamification in authentication user interface actions of a customerfinancial transaction device, according to various examples;

FIG. 5 is an illustration of a flowchart of selecting and implementing agamification theme in a user interface of a customer financialtransaction device, according to various examples;

FIG. 6 is an illustration of a flowchart of detailed operations forselecting a transaction using gamification user interface features in acustomer financial transaction device, according to various examples;

FIG. 7 is an illustration of a user interface for conducting atransaction using gamification user interface features in a customerfinancial transaction device, according to various examples;

FIG. 8 is an illustration of a flowchart of detailed operations forperforming an authentication operation using gamification user interfacefeatures in a customer financial transaction device, according tovarious examples;

FIG. 9 is an illustration of a user interface for conducting anauthentication input using gamification user interface features in acustomer financial transaction device, according to various examples;

FIG. 10 is an illustration of a flowchart of detailed operations forperforming a security question and challenge using gamification userinterface features in a customer financial transaction device, accordingto various examples;

FIG. 11 is a block diagram of components deployed in a customerfinancial transaction device and a service provider device forimplementation of interaction features with gamification user interfacefunctionality, according to various examples; and

FIG. 12 is a block diagram of a machine in the example form of acomputer system within which a set of instructions, for causing themachine to perform any one or more of the methodologies discussedherein, may be executed.

DETAILED DESCRIPTION

In the following description, for purposes of explanation, numerousspecific details are set forth in order to provide a thoroughunderstanding of some example embodiments. It will be evident, however,to one skilled in the art that the present disclosure may be practicedwithout these specific details.

In various examples described herein, configurations and techniques forimplementing game-based features of financial transaction userinterfaces in an ATM, kiosk, or like customer-operated computing deviceare disclosed. These features, further referred herein as“gamification”, may include aspects of game play, game rules orstrategies, themes, or special effects, such as may be implemented inthe input or output features of a user interface. Such features togamify the user interface may be used to provide a dynamic andinteresting interaction for the human user, while also implementingtechnical enhancements and improvements to the electronic operation ofthe computing device. Such technical enhancements may include securityand authentication verifications, personalized or customized inputs andoutputs (including user interface themes), and like enhancements to theelectronic operations and human input/output transactions performed bythe user interface and by the associated computing devices.

In an example, one or more techniques may be implemented to gamify auser interface screen using a predefined set of rules known for a commongame or recognizable to a large user population (e.g., what could beconsidered a “popular” game). In an example, a technique may beimplemented to gamify the login experience and authentication process ata touchscreen computing device (e.g., ATM) for customers based on gamefunctions and game play activities of this commonly known game. Invarious examples, this may include the use of gaming themes andinteractions in the user interface from licensed or trademarked games,gaming themes and interactions that occur based on the rules ofwell-known public domain games, or the use of new versions of games thata human user is capable of easily understanding and participating in.

In another example, a technique may be implemented in a user interfaceto provide login and authentication functionality through gamificationactions and responses. In various examples, gamification features of auser interface may be used to mask or hide the existence (or result) ofsecurity verification operations, including features of multi-factorauthentication (such as to select a specific game piece or game actionthat the user knows, in addition to an item that the user presents).Further, gamification features of a user interface may integratesecurity verification operations such as stealth biometric measurements(e.g., fingerprint capture or facial recognition) or other personalauthentication techniques into a user-friendly interface.

In another example, a technique may be implemented in a user interfaceto associate and perform certain financial transactions using gamifiedresponses and activities received from users. For example, a user mayindicate a certain transaction on a mobile device ahead of time, andreceive a notification of a gamification action (such as movement of asymbol or graphic according to a set of game rules) that must be foundand performed on the user interface to conduct the transaction. If thesame symbol or graphic is not interacted with, the transaction may berejected or require additional security measures. As a result,gamification may provide an extra level of verification and securitythat is easy and intuitive for an intended user to remember, but hardfor an unintended user to guess.

In another example, a technique may be implemented in a user interfaceto provide gamification features during a log-in, security question, orother authentication challenge presentation of a user interface. Forexample, the entry of information such as a personal identificationnumber (PIN) or a security question answer may be performed through userinputs (and game play) within a game scenario or game board, including agame that has dynamic game states (such as a game that cannot be easilycaptured, perceived, or reproduced).

One or more of the preceding examples may be implemented in combinationin a user interface, according to any operable combination of theexamples described in the following text. Thus, the following headingsdescribing the preceding examples in detail are provided fororganizational purposes and not for limitation, as it will be clear thatmany of the following examples of gamification are usable in combinationwith one another.

Gamification System Operations

FIG. 1 is a diagram of a technological environment for implementingvarious gamification operations and interactions with an example userinterface according to an example. This environment includes thedepiction of gamification functions at one or more devices, including anATM device and mobile computing device. Each of these devices, andsimilar devices that present a user interface for operation by acustomer, are collectively referred to as a “customer financialtransaction device”. It will be understood that some types of customerfinancial transaction devices, such as a mobile device or computingsystem, may be owned and operated exclusively by the customer; othertypes of the customer transaction financial devices, such as an ATM orKiosk, may be owned by a financial institution but operated by multiplecustomers (e.g., for an ATM or Kiosk located in a public place for useby respective users at separate times).

The electronic operations that are performed in the environment of FIG.1 include customer interaction operations 110, financial transactiondevice operations 130, and service provider operations 150. The variousoperations 110, 130, 150 may implement gamification features separatelyor in conjunction according to the techniques described herein. As oneexample, a customer 102 may initiate a cardless transaction at an ATM120 that uses gamification features initiated with a mobile device 104to authenticate the customer 102. As another example, the customer 102may operate a user interface generated by the service provider 142 thatincludes gamification features to assist operation of transactions inthe ATM 120. Other forms of the customer interaction operations 110,financial transaction device operations 130, and service provideroperations 150 (including other gamification features provided by thirdparties) may also enable the performance of the gamification actionsdescribed herein.

The customer financial transaction devices depicted in FIG. 1 includethe mobile device 104 such as a smartphone in the possession of thecustomer 102 and the ATM 120 accessible to and operated by the customer102. For example, as described in the scenarios herein, the customer 102may interact with the ATM 120 using a transaction card 106 (e.g., ATMcard, smart card, credit card, or identification card) to perform afinancial or information transaction (e.g., cash withdrawal, deposit,account transfer, or information retrieval from account). As anotherexample, the customer 102 may interact with the ATM 120 for a cardlessfinancial or information transaction with presentation of the mobiledevice 104, a personal identifier or value input by the customer 102,biometric information of the customer 102, or the like. The ATM 120 thenperforms appropriate electronic transactions with the service provider142 (e.g., a financial institution such as a bank) to implement one ormore financial and information transactions on behalf of the customer102.

The ATM 120 may feature a variety of electronic and electromechanicalinputs and outputs to interact with the customer 102. These inputs andoutputs may include a graphical user interface output on a display 122.The display 122 may be a single-point or multi-point touchscreen able toreceive touch input from a customer at the ATM 120. The display 122 maybe polarized or have a polarized filter disposed on it to providesecurity by limiting the viewable angles. The display 122 may haveportions that are touch-enabled and other portions that are nottouch-enabled. The hardware features of the ATM 120 and the display 122support the presentation and capture of gamification user interfacefeatures with the customer 102, according to the techniques describedherein.

The other inputs and outputs of an ATM 120 may include a keypad 124 toinput alphanumeric information (such as a password, personalidentification number (PIN), or like personal identifier code); a cardreader 128 to electronically read a card presented by the customer 102(such as presentation of the transaction card 106), and a camera 126 tocapture a photo or video of the customer (as well as audio information,in some examples). The ATM 120 may also include one or more of a billdispenser 121, a receipt printer 123, a bill acceptor 125, and ascanning device (not shown), housed in (or exposed from) a cabinet. Thecard reader 128 may support various card types, including but notlimited to EMV cards, Magcard, integrated circuit (IC) cards, radiofrequency (RF) cards, MIFARE® cards, and the like. The card reader 128may use magnetic signals, optoelectronic signals, or rear card signalsto receive card data from a card. Bank cards, credit cards, drivers'licenses, and other types of cards may be deposited in the card reader128 for a customer to access a financial account. Other types of contactand contactless cards may also be supported by the card reader 128 andthe ATM 120.

The bill dispenser 121 may operate to dispense currency, banknotes, orother items, such as sheets of stamps. The receipt printer 123 may be athermal printer able to output statements, transaction receipts, errorreports, and the like. The bill acceptor 125 may be a four-way insertionacceptor, able to receive and scan banknotes, checks, deposit slips, orthe like. The scanning device may be a bar code scanner, Radio-frequencyidentification (RFID) card reader, passport reader, biometric reader(e.g., fingerprint scanner, retinal scanner, or face imaging unit), ICcard reader, or the like. In addition, the ATM 120 may have other inputand output devices, such as a microphone, speakers, USB port, wired orwireless networking radios, coin acceptors, backup power supplies, andthe like.

The ATM 120 performs its operations using communications with theservice provider 142 (such as a financial institution maintaining one ormore financial accounts for the customer 102). The service provider 142may maintain and operate a set of databases or data collections forimplementation of gamification data in the ATM 120. These may includethe use of user interface theme data 144 to implement gamificationthemes such as specific graphical content and definitions (e.g., rules)in the user interface of the customer financial transaction device;transaction data 146 to establish gamification actions that areassociated with certain transactions that can be performed in the userinterface of the customer financial transaction device; gamificationdefinition data 148 to provide specific requirements and attributes forperforming and responding to gamification actions; and authenticationdata 152 to provide security-based functions for user interface login orauthentication operations using gamification. These data collections areused by user interface functionality processing 154 to generategamification features of the user interface and define outcomes for theinteraction of the customer 102 with the user interface (e.g., displayedby the ATM 120).

Additional features for implementing gamification from the serviceprovider 142 include transaction functionality processing 156 togenerate and respond to gamified user interface transactions, andauthentication functionality processing 158 to generate and respond togamified user interface authentication operations. It will be understoodthat the processing components 154, 156, 158 may be implemented througha computer system or configured circuitry (e.g., configured byspecialized software or hardware of a computer system). It will also beunderstood that the data stores 144, 146, 148, 152 may be implementedthrough tangible representations on storage devices (e.g., configured byspecialized storage hardware). Although certain circuitry, systems, anddatabases for implementation of gamification are emphasized in theservice provider operations 150, it will be understood that a variety ofother data stores and processing circuitry may be used to conduct orenable the financial transaction.

To use the ATM 120, the customer 102 may approach it and present thetransaction card 106 such as a bankcard. The customer 102 may insert thebankcard into the card reader 128 or present it to a contactless reader(not shown). The display 122 may update the display to present apersonal identification (PIN) pad or password entry. The customer 102may then provide a PIN or password using a touchscreen of the display122, using gamification techniques described herein. Upon authenticatingthe customer, the display 122 may then present one or more options forthe customer, using gamification techniques. The options may includevarious types of financial transactions, such as depositing orwithdrawing funds from a financial account. The gamification techniquesdescribed herein may be used for multiple user interface features ofauthentication and transactions, using the authentication functionalityprocessing 158 and the transaction functionality processing 156.

While the examples or discussion herein may refer to a customer, it isunderstood that the term “user” and “customer” may be interchangeable,such as when a user who uses an ATM is also a customer (e.g., aconsumer) of the financial institution for the financial accountsaccessed via the ATM. Additionally a user may be a person who has anadd-on card or a subsidiary account (e.g., a child), and may nottechnically be the customer of the financial institution. Thus, thereferences to user and customer may be considered interchangeable inmany examples based on the context of the discussion.

FIG. 2 includes a block diagram of the data values and attributes usedto implement gamification in user interface functionality, according toan example. These may include a service provider gamification data set212 defined to be hosted or accessed by a service provider, and agamification user interface feature data set 242 also to be hosted oraccessed by the service provider but being specific to a certaingamification theme or feature set.

The service provider gamification data set 212 may include a set of datavalues and definitions that define multi-channel gamificationintegration 222, such as for the use of gamification themes and outputsin a first channel (e.g., a website interface) and a second channel(e.g., a mobile device software app). The service provider gamificationdata set 212 may also include gamification feature data 224 whichdefines a plurality of gamified interaction features in a user interface(further explained in the gamification user interface feature data set242), gamification theme data 226 which defines graphical content 228and textual content 230 within a gamification theme, and user-specificgamification data 232 which includes preferences, rules, and otherdefinitions for the use of gamification with individual users. Theuser-specific gamification data 232 may include user preferenceinformation 234, security information 236, authentication information238, and transaction information 240, each set of information beingcustomized or associated with the user.

The gamification user interface feature data set 242 may includeauthentication features 244 used for defining the gamificationinteraction for an authentication (e.g., a login, PIN, password,security question or answer, or like prompt) conducted usinggamification, transaction features 252 used for defining thegamification interaction for a transaction (e.g., a financial actionimplemented by an ATM), biometric analysis definitions 258 used formeasuring and verifying biometric data obtained during or proximate togamification, and rewards definitions 260 used for issuing and trackingrewards based on user interface interaction. The authentication features244 are depicted as including PIN entry definitions 246, securityquestion and answer entry definitions 248, and enhanced securityverification definitions 250, although fewer or additionalauthentication functions may be implemented with gamification. Thetransaction features 252 are depicted as including gameplay objectdefinitions 254 and gameplay activity definitions 256, although fewer oradditional transactions may be implemented with gamification.

In an example, user interface gamification may be implemented throughactive simulation of a gaming scenario (e.g., a board game simulation)in a user interface session provided by a financial transactioninteraction device such as an ATM. This gaming scenario, which mayappear to the end user as a form of amusement or entertainment, may alsobe accompanied by technical enhancements for improved security orprocessing purposes. Thus, the implementation of a gaming scenario in auser interface for a customer financial transaction device may offertechnical benefits beyond customer satisfaction and loyalty.

FIG. 3 includes a flowchart 300 for a method of implementinggamification in transaction user interface actions of a customerfinancial transaction device, according to an example. This gamificationmay occur after initial steps which involve the selection of a theme foruser interface gamification (operation 310) by the customer or by aservice provider. The implementation of the theme, including textual andgraphical features of the theme, and gamification features, includinguser interface activities and responses consistent with the theme, maybe deployed in various user interface transaction scenarios (operation320). Additional user interface transaction scenarios are described inthe following sections, but as an example, a transaction may include acustomer-initiated request to withdraw a certain amount of cash from anATM, which is presented in a gamified user interface screen. In thesegamified user interface screens, defined interactions (such asuser-driven game play events corresponding to ATM actions) areassociated with gamification actions and requirements (operation 330).

After gamification features are established in the various transactionscreens, user interactions (e.g., input in the ATM or other computingsystem) is received in one or more of the gamified transaction screens(operation 340). The user interactions that are received are evaluatedto determine whether the expected input has occurred in the gamifiedtransaction screen (operation 350). If the expected user interactionoccurs (e.g., the customer performs a certain action in a game with adesignated game piece) then a defined action (e.g., withdraw anddispense cash from a financial account) may be performed (operation360), whereas if the expected user interaction does not occur (e.g., thecustomer performs a different action in the game or uses anon-designated game piece) then additional security verification may beperformed (operation 370). This additional security verification may bein the form of another security question, a capture of biometricinformation, or even requiring the customer to re-authenticate thesession.

FIG. 4 includes a flowchart 400 for a method of implementinggamification in authentication user interface actions of a customerfinancial transaction device, according to an example. In a similarmanner as expressed in FIG. 3, this gamification may occur after initialsteps which involve the selection of a theme for user interfacegamification (operation 410) by the customer or by a service provider.

The implementation of the theme, including textual and graphicalfeatures of the theme, and gamification features, including userinterface activities and responses consistent with the theme, may bedeployed in various user interface authentication scenarios (operation420) such as in a security question screen, in a PIN entry screen, orconcurrently with a transaction screen. Additional user interfaceauthentication scenarios are described in the following sections, but asan example, an authentication may include a customer input screen toreceive information that the customer knows, input in a gamified userinterface screen. In these gamified user interface screens,authentication information (such as game play events corresponding toATM authentication inputs) are associated with gamification userinteractions and requirements (operation 430).

In a gamified authentication screen, user input is received andevaluated (operation 440) according to the characteristics of the userinterface and the gameplay interaction. If the user input matches adefined gamification interaction that corresponds to an authenticationaction (e.g., matching an expected input), then the user session may beauthenticated (operation 450). If the user input does not match thedefined gamification interaction (e.g., an unexpected input occurs, orno input occurs), then additional security verifications may be used(operation 460). Upon successful authentication or successful use of theadditional security verifications, the performance of transactions(e.g., predefined transactions) may be conducted in the user interface(operation 470).

In connection with the previously described technical environments,various gamification functions may be implemented for user interfacepresentations and operations. The following sections describe featuresof customer user interface interactions, user interface themes, securityand authentication features, and transactions, which may be implementedthrough gamification. The following techniques may be implemented uponvarious embodiments of the preceding devices, systems, or machines; andwith use of various embodiments of the preceding data structures,networks, and infrastructures.

User Interface Themes

The gamification actions may be implemented on a user interface of afinancial transaction device through the use of themes. In an example,customers may create or select a unique theme “skin” that is presentedto perform operations in a gamified user interface of a customerfinancial transaction device. In an example, the user interface thememay include a skin that corresponds to a game or gaming theme. In otherexamples, the user interface theme may include a skin customized tofeatures of other promotions, activities, sporting teams, brands, andthe like. The implementation of user interface themes may be performedacross multiple channels in which a user interface is available. Thus,while such themes may be used for specific game play activities, suchthemes may also be deployed in other user interface scenarios includingin those that do not directly involve or apply game play and game rules.

In an example, the user interface is deployed in multiple channels(e.g., in an ATM, mobile device, and website visits) and is themed basedon a common set of gamification features. Features of a theme (andaccompanying game play or gaming features) can be customized to thecustomer, the account holder, or a group of customers, and provided inthe user interface whenever the customer accesses into various aspectsof a service provider's information services. For example, a commontheme may be deployed for a customer of financial institution forinteractions with mobile banking, online banking, at an ATM, forinsurance/mortgage accounts, for 401K or retirement accounts, and forother accounts/tools from the financial institution. This“multi-channel” theme may provide the customer with clear securitybenefits to authenticate the source of the user interface, as thecustomer can observe expected dynamic features of a common theme as thecustomer is intending to perform financial transactions across differentdevices. (For example, if the theme doesn't match the user's designatedtheme, the user will know immediately that he or she has accessed afraudulent site or interface and can take action in a timely manner).

FIG. 5 includes a flowchart 500 of operations for selecting andimplementing a gamification theme in multiple user interfaces forpresentation by a customer financial transaction device, according anexample. As shown, flowchart 500 includes the presentation of a themeduser interface including default graphical and text content andgamification features associated with the theme (operation 510). Thegamification theme may receive customization from a customer user forvarious graphical and text content (operation 520) as discussed below,and also receive customization from a customer user for variousgamification actions (operation 530). The implementation of thecustomization will further include associating gamification actions in auser interface with the customer-specified changes (operation 540). Someof the customer-specified changes may include: assigning images orgraphics in place of graphics; receiving themed user interface controlchanges (e.g., for buttons, tabs, pins); receiving customer-providedgraphics (e.g., photos) for use in the user interface; receivingselections of custom game characters, avatars, or game pieces; and thelike.

The implementation of the customized theme may allow the customizationof the user interface across multiple channels. For example, this mayinclude the generation of a first user interface for a first device(e.g., a desktop browser interface) based on the customized theme(operation 550) and the generation of a second user interface for asecond device (e.g., a mobile app interface) based on the customizedtheme (operation 560). This customization may occur with common elementsof a theme that are grouped into a skinned theme (includingautomatically modified or generated graphical elements to fit theelements of the user interface medium).

Skins of a theme may be deployed based on a combination of graphical andtext content. For example, skins may be used to create a customizedbackground and application/user interface features that are unique, butuniform, to the customer across multiple channels. Additionally, theskins may be provided according to levels of customization to be matchedto a customer's creativity and interests. For example, a customer may beenabled to create an entirely personalized skin by uploading photos anddesigns, as well as choosing the colors/patterns of everything from thebackground, to the tabs, to even the symbols that appear at log in on atouchscreen.

In another example, themes may be extended beyond predefined gamingthemes and gaming rules, to defined sets of user-customized content. Thecustomer may implement a custom theme based on a defined set of photos,graphics, colors, or thematic elements. For example, a customer maysupply and choose a custom photo such as a picture of a child's artworkfor use as the background of a user interface screen. The customer mayalso supply or choose the colors of user interface tabs or controls tomatch the artwork. Such content files, content definitions, or contentselections (including content in an object definition files) may bepreviously or newly provided by the customer.

In another example, a customer may provide pictures of the customer'schildren or pets, assigning each one a number and an order of selection.As a security question, the customer may be asked to arrange thepictures in a specific order (such as order of birth), for use in as anauthentication input in lieu of a traditional PIN. When presented with aPIN entry screen at a login at an ATM or with a mobile app on a mobiledevice, the customer may simply touch or rearrange the images of thechildren or pets in a defined order. Such pictures may also beintegrated with customized aspects of a theme for other authenticationor transaction operations. In a further example, a customer can assignor designate images, including custom images, to a numerical equivalent.For example, a customer can assign a number to each image (such aspictures that represent dates or ages of events or people) to create atraditional numerical PIN that can be used at a point of sale terminal,or at ATMs of other financial institutions that do not use the themedimages for log-in.

For customers who choose a lesser level of customization, the userinterface may present a selection of pre-themed backgrounds, characters,buttons, designs, and other graphics to choose from (or that can bemixed and matched) to create a multichannel skin. For example, availablecontent may be provided from popular/licensed themes, or even genericand internal content (e.g., created by marketing or staff designers).For example, a customer may choose themes such as a HARRY POTTER®,MONOPOLY®, HELLO KITTY® or even a NFL® football team to be their skintheme.

Using a HARRY POTTER® theme as an example for a multi-channel financialtransaction interface, the customer may select Hogwarts as thebackground (or a solid color) and then choose themed buttons/tabs forrespective actions. For example, these may include a “Bill Pay”operation, available in both browser or mobile device interfaces, or a$300 Cash withdrawal (on an ATM interface) that appears on a “wand” or“spell book” instead of on a plain text option. The customer may choosea default for multiple tabs to this design or they may manually chooseeach design for each tab. As an alternative to a numeric PIN entry, acustomer may arrange or select photos or illustrations of characters ofthe theme in order, such as from most favorite to least favorite photoor character.

A customer's theme may also be provided through content from a mix offavorite entertainment movies, sports, video games, etc., including avariety of licensed themes such as HARRY POTTER®, HUNGER GAMES®, DR.SEUSS®, and other designs. The content may also be provided by a generictheme such as a “sports” theme or a generic football or basketballtheme. Gamification features and multimedia aspects may be chosen andcustomized based on the theme, and the theme skins can be applied toother applications, products, and services with the provider. As anexample, when a customer begins a text or video chat session with aservice provider representative, the image that appears to be chattingcould be Harry Potter, Mr. Monopoly, or a custom image set by the user(e.g., of the user's pet). As another example, when a chat session isinitiated, the preselected avatar, a photo, or theme graphic can bedisplayed to the user to allow the user to confirm identify of therepresentative in the chat session (and to provide confidence that theuser is connected to the representative in a secure fashion).

As further integration of the selected themes, skinned debit, credit, orsmart cards, checks, and other real world and virtual items may also beissued. For example, the financial institution may issue a card thatincludes an image from a custom theme, and the card will be analyzed bya camera for an image match verification when the card is presented atan ATM or kiosk. As another example, the card or real-world item couldinclude a graphic or hologram in a unique design that is not visible orperceivable to a human, but is visible to the camera, as an additionalvalidation.

The use of gamification and customized themes may be extended for useacross multiple channels and user interface features. Not only does thisallow the customer to have a personalized experience, but it also canhelp prevent fraud and phishing attempts. For example, if a customervisits or attempts to log into a website that they believe is legitimatebut the customer doesn't recognize a selected theme, the customer candetermine that something is wrong and can take steps to preventtheft/fraud. A detailed user-customized theme may not be capable ofbeing reproduced by another party without access to a detailedspecification file maintained by the financial instruction, providing anadditional level of security not available with existing userinterfaces. Additionally, because the user-customized theme isprogrammable, the user could specify a number of variations along with apredefined cycle for changing themes. Such variations may be tied toautomated randomization or cycling, to add additional difficulty thatprevents fraudulent replication of the interface.

Use of a theme and theme skin may be based on a defined time period oruser preferences. The service provider, for example, could offer aparticular game theme for a period of time, such as quarterly, and thecustomer may receive notification (SMS, email) about a change to thegame theme, and instructions for logging on and selecting or obtaining agame piece for use in the game theme (e.g., used to perform a gamifieduser interface transaction). In another example, a customized theme maybe consistently presented to the user, and the user may see thiscustomized theme until he or she decides to switch to another theme.

The following sections provide detailed examples for uses ofgamification with user interface authentication and transactionoperations, including examples of themes based on popular entertainmentgames. It will be understood that applications of gamification may alsobe used with other types of themes that do not directly involve gameplay actions or defined rules from a game. Thus, the implementation ofgamification in a customer financial transaction device may involvethemes and user interface features beyond the use of what the customerconsiders to be a “game” or game-themed.

Gamification-Based User Interface Transactions

In an example, specific gamification features and activities that aretied to game play scenarios or game play themes may be implemented inthe user interface of a customer financial transaction device. Forexample, authentication of a specific user or access to a specificfunction on the customer financial transaction device may result from aselection of a correct game piece when multiple game pieces areavailable or performance of a certain game action when multiple actionsare possible. In a similar fashion, the use of additional securitymeasures or an authentication denial may result from a selection of anincorrect game piece or failure to perform a certain game action.

Also in an example, a gaming theme may be implemented in connection withrewards or additional activities or transactions within a user interfacesession provided by the customer financial transaction device. Forexample, customized rewards may be tied to game play, selected “winning”transactions, or milestones reached as a result of user interactionactivity within the user interface. In a similar example, a gaming themeor select gameplay activities may be automatically launched in the userinterface depending on the type of financial transaction, and theidentity or preferences of the user. Such gameplay activities mayinclude activities that are specific to a customer preselection of thegame or a gameplay object/action, or an automated selection of the gameor gameplay token based on a context of the transaction.

Additionally, biometrics may be verified through game play actionsoccurring in a user interface session on the customer financialtransaction device. For example, a fingerprint scan, retinal scan, orother biometric verification may be initiated and performed inconnection with (e.g., during, concurrently with, simultaneously with,or proximate to) certain gameplay operations. For example, suchbiometric verifications may be performed for gameplay operations inwhich the customer focuses his or her attention on the screen, ortouches the screen. Some of the gameplay operations may be designed toincrease the amount of time of user attention (for retinal scanning andthe like), touchscreen contact (for fingerprint or pressure scanning andthe like), or other interaction with the customer financial transactiondevice, occurs in order to have enough time to allow for the biometricverification to be performed.

Other types of security features may be implemented through gamificationof the user interface features. These security features may includerequiring a customer to indicate a correct combination, order, orarrangement of game play objects (e.g., game play squares) touched orinteracted with by a user. Gamification of the user interface featuresmay also enable certain functions on a temporary or restricted basis.For example, gamified user interface features may be associated with athird party, such as to provide a customer-approved non-account holderwith specific game play objects that grant temporary access to afinancial account or otherwise enable limited or restricted functions.For example, an approved alternate user may be allowed to perform aspecific function within an account, using a temporary identifier orcode in addition to use of a unique game piece or game move. The use ofunique game piece or game move would provide activation of a one-timefunction that will occur in response to entry of the temporaryidentifier or code-such as to dispense a certain cash amount (e.g.,$100).

Accordingly, the implementation of gamification features in a userinterface may reduce the incidence of fraud/theft, provide limited orrestricted access to features for a third party, and increase customerengagement with the financial transaction device hosting the userinterface. Further, the implementation of gamification features may beused to increase the chance of capturing biometric information, securityvideo, or other session data from the user interaction with thefinancial transaction device.

FIG. 6 illustrates a flowchart 600 of detailed operations for selectinga transaction using gamification user interface in a customer financialtransaction device, according to an example. As an initial operation, aselection and implementation of a gameplay theme is established for usein the gamified user interface (operation 610). A further selection andimplementation of a gameplay object for user interface interaction isalso established for use in the gamified user interface (operation 620).This selection of the theme (e.g., the selection of a particular gamesuch as MONOPOLY® when other “decoy” games are available) and thegameplay object (e.g., the selection of a gameplay token or character inthe game such as the Monopoly Car when others are available) may occuras a result of customer influence, selection, or preference (e.g., witha prompt to select the user's favorite game or game piece), or by theservice provider (e.g., to randomly designate the game or the game piecefor the specific user).

The operation flow continues with the user interface receiving a loginfrom the customer at the customer financial transaction device(operation 630) and a presentation of a gameplay scenario in thedesignated game for use of the designated gameplay object (operation640). The presentation of the gameplay scenario may be accompanied by a“Skip” or “Cheat” option to bypass gameplay for customers in a hurry. Ifthe gameplay is skipped (as a result of determination 650), alternateactions including the performance of an alternate security verificationmay be performed (operation 665), such as with use of an additionalsecurity question or challenge, and if the alternate securityverification is successfully responded to by the user, then the userinterface transaction may be selected and performed (operation 675). Asanother example, if the gameplay is skipped, a standard (or default)graphical interface may be displayed to the user.

If the gameplay is performed, then the result of the transaction will bedependent on the gameplay activity and the appropriate interaction inthe gameplay scenario. For example, the transaction may be performed ifthe gameplay activity includes the use of the pre-defined game object(operation 660), whereas the transaction may be denied or rejected ifthe gameplay activity does not include the use of the pre-defined gameobject (operation 670). Additional game-based outcomes, such as thegeneration of a reward for successfully performance the gameplay(operation 680), may accompany the performance of the transaction.

In an example, gamification may be implemented in a user interfacethrough recognizable themes according to a well-known game, such asYAHTZEE!®, SCRABBLE®, or LIFE®, as non-limiting examples of well-knownboard games with simple rules. For example, a banking financialinstitution could team up with a popular real-world toy/game company, tocreate recognizable gamification for a plurality of ATM devices deployedacross a geographic area, region, or country. Every month or quarterly(or some other time period) the game could change from one theme toanother, such as from a YAHTZEE!® theme to a LIFE® theme, and the like.

The gamification theme may be associated with predetermined informationthat is selected by or selected for the intended customer user. Forexample, the customer user may receive an alert (e.g., a pushnotification from a Mobile Banking app, or a text/email message from anOnline Banking service, or the like), announcing the game theme for thenext period of time, such as the upcoming month/quarter. The customeruser may be directed to select a game piece, avatar, color, symbol,graphic, or some other object from the game, or the customer may beinformed which designated game object has been selected for him or her.This game piece then becomes part of the authentication or transactionprocess. As an example, the customer would later log into the ATM asusual with his or her card and PIN. After login, the ATM screen isthemed as the game. However, the customer user then must select thecorrect game object in the gaming theme in order to proceed with anintended action, otherwise additional security questions or measures areimposed on the financial transaction device.

The MONOPOLY® brand property trading game provides a non-limitingexample of how a gamification theme could be implemented in an ATMfinancial transaction device. FIG. 7 illustrates a user interface layout700 for conducting a transaction using gamification user interfacefeatures in a customer financial transaction device, according to anexample. As shown, the user interface layout 700 is shaped to resemblethe operations of a board game, styled after the MONOPOLY® board game.The actions presented on the game board 740 include a series ofselectable options that may be performed in connection with a gameaction or gameplay event.

Thus, instead of properties such as “Park Place” or a “Railroad” in thesquares of the game board 740, the customer may be presented withactions specific to the financial transaction device or the financialaccount, such as ATM actions (e.g., deposit, withdrawal actions). Forinstance, one square could be titled “Withdraw $200 Cash” (generatedbased on this transaction being the most common transaction that thecustomer performs at an ATM), another square could be titled “Withdraw$100 Cash,” another “Deposit,” another “Buy Stamps,” another “CheckBalance” and so on.

In one example, to perform a transaction with the game board 740, thecustomer first has to select the game piece that has been previouslyselected (for the customer or by the customer) for this game. Forexample, if a customer has preselected the “Car” game object but triesto use another game object (e.g., the Monopoly “Dog”), the transactionwill be declined, or the customer may be required to perform anotherauthentication step to proceed. If the customer chooses the correct gamepiece, the customer may then perform some gaming action, such asdragging the game piece to a square on the game board that correspondsto a desired transaction. The financial transaction is then performed inresponse to the game play activity. This financial transaction and theavailable game play options provided in the user interface may beenhanced by the use of various rewards and reward schemes.

As a further example, a customer may be required to select a game piece730 for use with the game (that is pre-assigned to the customer)followed by an option to perform a gameplay action 720 (such as “rolldice”) in a particular sequence. In another example, the customer mayneed to select the particular game destination on the game board 740prior to performing the gameplay action 720. A “cheat” or “bypass”option 710 may also be presented in the user interface to bypass the useof the gameplay scenario.

There are a number of ways that transactions and game play at an ATM orlike customer financial transaction device can be tied into a gamingtheme (and accompanied by the generation of rewards). As one example, asimple game play scenario would include the customer dragging a selectedgame piece to a selected square indicating the desired transaction. Whenthe customer puts the game piece on a square of the game board 740 andreleases by removing a finger from the screen, the transaction couldproceed or a pop-up can be presented that includes text, such as, “PassGo. You just collected 100 extra Rewards Points on your Rewardsaccount!” or “Community Chest: You received a 25% discount on yourchecking account fees this month!” Reward pop-ups could also be randomlypresented (e.g., pop up) or could be presented based on milestones, suchas choosing the $300 Cash square in your last X number of transactions,or choosing a new square for the first time, for example.

Another example to implement gameplay with the MONOPOLY® theme mayinvolve the use of a gaming activity such as rolling dice (e.g., withthe gameplay action 720). For example, the customer selects the gamepiece 730 and then the piece goes to the Start (e.g., “GO”) spot on thegame board 740. A dice graphic is presented, which the customer cantouch to make it bounce around in place or even across the screen. Thecustomer can then drag the piece to the right square. The dice can bepre-set to always land on the customer's default or most often usedsquare, unless there is a Rewards prize waiting for them. If a Rewardsprize is available, then the dice can roll a square such as “Pass Go” or“Community Chest”, where the customer will receive a Reward.

Again, the user interface may be designed to allow users to bypasscertain gamification interactions or gamification themes. For example,the user interface may include a “Cheat” or “Bypass Game” option 710(e.g., presented under the “Roll Dice” gameplay action 720), that willlet the customer skip the dice roll and proceed to the desired square ifthe customer is in a hurry or does not care about receiving rewards.Also for example, the customer may land on the “Go to Jail” square, inwhich case they have to watch/view a product ad to receive a “Get Out ofJail Free” card (and Rewards points). Again, this screen may present a“Cheat” or “Skip” button if the customer wishes to skip thisadvertisement. In other examples, a mechanism may be presented to bypassthe game, rewards actions, or the gaming theme entirely in response to auser input.

As indicated above, rewards can accompany the gamification interactions.Depending on the type of game or gaming theme, rewards can be issued forreaching a certain amount of ATM transactions or interactions,successful log-in attempts, game milestones, etc. The reward type canvary by customer and the products that the customer has (or doesn't)have, such as: an extra percentage point of interest for the month fortheir interest-bearing savings account, no fees or a discount on feesfor checking accounts or other services with fees, a variable amount ofextra points for credit cards with a rewards program, or even cash back.Specific examples of activities that may generate rewards could include:completing a training video on retirement savings, interacting with asimulation, or accessing and viewing other educational or promotionalcontent on topics such as investing, budgeting, or kids' financialprograms.

In a further example, biometrics can also be integrated with theperformance of gamification interactions. Instead of a mundane way tocapture biometrics such as dedicated prompts that take time and appearas inconveniences to customers, the capture of biometrics such as afingerprint, retinal scan, or face recognition, can be presented andconducted within a gamified process. As an example, if the user places afinger on the game piece and moves it across the screen to a desiredsquare (designated by the game), the touchscreen may operate to capturethe fingerprint simultaneously. Likewise, because the customer islooking directly at the piece or the board to play the game, a face orretina scan may be performed. In contrast to existing biometric promptsthat ask a user to “Put your finger here” or “look here,” such biometriccapture and verifications can be performed while playing the game orinteracting with the device. These types of gamification enhancementsmakes capturing biometrics seamless, less intrusive, and even amusing tothe customer. Further, such biometric operations may be disguised tohide the security validation operations from a fraudulent user, whileproviding more time to apprehend or initiate additional surveillanceactions on the fraudulent user. (For example, a detected potentialfraudulent transaction may trigger various camera operations of the ATMor kiosk, or activate devices in proximity to the ATM or kiosk totrigger more cameras or surveillance of the user).

In further examples, the performance of gamification transactions may beperformed among multiple games. For example, a customer may select in anonline session or in a mobile app which game that he or she wants toplay for a time period (or until he or she selects a different one) whennext using an ATM. In this interface, the customer may also select thegame piece for the respective game. When the customer logs in, thecustomer is required to select the right game, and the right game pieceto proceed, offered as an extra level of authentication.

If a licensed game is not used, gamification features may also beperformed with a generic gaming theme. Other variations andcustomizations of game play may be provided based on the geographiclocation of the user interface access, or preferences established by thecustomer. In an example, the customer may provide a preference toopt-out out of all or certain gameplay actions. In other examples, thecustomer may opt-in to all or certain gameplay actions.

In another example, the financial transaction device may presentdifferent games or game themes depending on the transaction type thecustomer has chosen. This would involve modifications to the game playof the MONOPOLY® gamification theme described above, such as for usewith cardless transactions at ATMs. As an example, a customer may selecta transaction (and gameplay object or selected game) in advance on asmartphone or device, so that when the customer arrives at the ATM, theATM would know which game to launch based on the selected transaction.The ATM may perform this association based on geolocation of a customerdevice, a near-field communication (NFC) with the customer's electronicdevice, scanning of a QR code or other identifier from the customer'selectronic device, and the like. For an extra level of authentication,the customer may be required to select the correct game manually for thepre-selected transaction, select (and, potentially, use) the correctgame piece once the right game is launched, and finally enter a PIN as athree-part authentication process.

Again, returning to the example of user interface customized to aMONOPOLY® game theme, the customer may be required to drag the rightgame piece to the right transaction square, in response to the customerbeing in proximity to the transaction device. All the other squarescould be nontransactional “decoy” squares, but may be labeled with thenames of legitimate transactions to reduce the chance of access bysomeone who is not authorized and does not know the pre-selectedtransaction or game piece. Once the pre-selected transaction isselected, the customer is authenticated, and the customer may bepermitted to choose another transaction.

Other security enhancements may be added through the use of ongoing gameplay actions, such as a secret “checkpoint” known to the customer thatneeds to be performed prior to a transaction being processed. Forexample, in addition to the customer selecting the correct game and/orgame piece, the customer may be required to perform a certain gameaction. In the example of MONOPOLY®, the customer may be required todrag a designated game piece to a certain game board location, e.g.,“Park Place” or “Water Works”, before the pre-selected or desiredtransaction option can be activated. This secret game board “checkpoint”location could be issued via a notification to the customer device, forexample, before reaching the ATM, and may change each time the customerpre-selects a transaction or enables a transaction activity.

In an example, ATM gamification could be extended to allow access forthird parties by the customer through online or mobile banking ordirectly at an ATM. If a customer desires to provide access to a nannyor babysitter, for example, to withdraw cash from the ATM when thecustomer does not accompany the authorized party, the customer couldpre-select (e.g., generate) a temporary PIN, generate a time-limitedunique QR code, a temporary game, a temporary game piece, and includeany directions, QR codes, pins, or the like, through a text ornotification to the authorized party's device.

The transactions that are performed at a customer financial transactiondevice may also be accessed, initiated, or enhanced through the use ofgamification as discussed herein. In an example, a specific financialtransaction may be initiated, queued, or performed at a device inresponse to customer interaction with elements of gamification and gameplay, provided at the mobile device. For example, a first device (e.g.,a mobile phone) may be used to cue up a certain financial transactionahead of time. The first device may receive a push notification of asymbol or graphic (e.g., interacted with gamification) that the customermust find and touch on the second device (e.g., an ATM) to perform thetransaction. Thus, the transaction on the second device is dependent onthe information obtained from the first device for an extra level ofverification and security.

Dynamic security objects may be used in a customer financial transactiondevice to change in different contexts or “evolve” in a limited space.Decoy symbols can also be used to thwart non-account holders trying toguess the right symbol. For example, a “smart” symbol may be designed tochange based on the type of transaction to perform. In one example,after a customer cues up a transaction on a device, the customerreceives a contextual symbol in a notification that must be used toverify and perform the transaction. The symbol may be automaticallygenerated for one-time use or could be pre-set or customized to theuser. The symbol could be one that is already on ATM screens or it couldbe one that is added in real time for the specific customer. In afurther example, the symbol notification could be presented when thecustomer's mobile device is in proximity to ATM. (For example, the ATMand mobile device may pair as a first step in authentication, so the ATMknows who the customer should be before the login process begins). Thesymbol may be dynamically presented somewhere on screen and must betapped, dragged on, or interacted with in some way. Thus, the correctsymbol in addition to the correct order/location may be required inaddition to entry of the user's PIN or password.

As an example, to verify the desired transaction with a security object,the financial institution may send a push notification (or SMS text,email message, etc.) of a security symbol or graphic to the customer'smobile device. When the ATM and mobile device connect throughgeolocation, NFC, QR code, or device-to-device communication, the ATMscreen will incorporate that symbol somewhere in its user interface inreal time (or may make the symbol actionable in response to thedevice-to-device connection). The customer may then be required tolocate and activate or select the symbol or graphic on the screen, suchas before or right after an established PIN entry process. This mayinclude a security symbol or graphic or other object that is part of theusual ATM screen, such as a Piggy Bank illustration, a logo associatedwith the financial institution, a currency symbol, or the like. Thesecurity object could also be a symbol that is added but fits into thegeneral theme of the user interface and does not stand out. Thus, acustomer may be required to perform a “scavenger hunt” to find andselect a certain symbol or graphic in order to perform a transaction.

As another example of a scavenger hunt activity, a notification could beprovided in the form of a simple question or riddle, like “Select theletter that falls between the F and the R in your bank's name,”requiring the customer to select the “A”. Or, the customer may berequested to “Bring home the bacon by tapping this farm friend,”requiring the customer to touch or interact with the piggy bankdisplayed on the screen before proceeding with a transaction. As anotherexample, as part of a use of dynamic symbols, the user interface couldinclude a pop-up “symbol pad” prior to or following the PIN entry in anATM interface. This symbol entry could present objects such as atriangle, $ sign, star, car, smiley face, etc., requiring the customerto tap the correct symbol to proceed with a transaction. This symbol maybe associated with the customer, a group associated with the customer,or some characteristic known or determinable by the customer.

As another example, the touchscreen ATM could provide an input with adynamically changing symbol in addition to a PIN. This may require thecustomer to enter a correct number and correct symbol in the respectiveentry locations, such as having a first digit of the PIN go into a firstbox but a dynamically assigned symbol go into the second box. Numbersand symbols may be presented as floating around an input area or fadingin and out to allow selection of the dynamically assigned symbol. Thecustomer will receive a push notification of which symbol to select inthe input screen and in which spot it must be entered, thus informingthe customer of the dynamic symbol input (e.g., a one-time input) toperform a high-risk (or high-value) transaction or to authenticate asession. For example, suppose the existing PIN for a customer is 1234. Anotification is received that the symbol for the transaction is a # andthat the # has to go into the second entry location. As a result, thecode the customer will need to enter is 1#234. The “what” and the“where” of the dynamic symbol input may change for each transaction.Such entry mechanism provides a variably changing input screen and inputvalue, to make it harder for an unintended party to capture the PINentry.

As another example, instead of dragging or moving numbers on the screento designated entry locations, there could also be an option for thecustomer to draw/write the secret code or the dynamic symbol with his orher finger. This mechanism may also be used in connection withpattern/writing recognition as another level of authentication(including, in an example, biometrics or fingerprint recognition).Additionally, the customer financial transaction device could include apressure pad input to measure other patterns that can be attributed to acertain customer, using as input pressure and timing. Other combinationsto enter dynamically assigned symbols for a PIN entry, an authenticatorentry, or to conduct a transaction, are also possible.

Further variations to transaction interactions may include anauthentication or verification from customer's personal device (e.g.,mobile device) that are integrated with gamification actions, such as ata fixed-location customer transaction devices such as an ATM. Forexample, when an ATM and the customer's mobile device connect afterbeing authenticated, the mobile device could present information to thecustomer on the mobile device and not on the ATM screen. Further, themobile device can operate as a PIN/input pad for the customer to selectdigits, symbols, or enter a password, or to draw either acustomized/pre-set symbol or graphic; or, the mobile device may receivea notification to indicate to the customer what symbol or graphic todraw on the ATM screen. Other features provided by the mobile device,including entry of an identifier or use of a fingerprint scanner on themobile device, may also enable transactions or unlock certain featureson the connected ATM device.

Authentication and Security Question Functionality Through Gamification

The presently described gamification techniques also may be used inconnection with user authentication operations at a customer financialtransaction device such as an ATM. Gamified user interfaces to acceptuser input may extend to specific operations for the input of login orauthentication credentials, or other personalized information (includingPINs). For example, elements of a login input, PIN entry, securityquestion answer, or other user input process may be gamified or enhancedthrough gameplay operations.

Some of the examples of gaming inputs that may be gamified inauthentication inputs may include: requiring a user to touch a definednumber of graphics in a defined order (including selecting a correctgame or game piece to initiate actions) to authenticate; replacing anon-screen login input keypad with moving digits or digits randomlyjumbled into a game theme; implementing game-based or non-traditionalfinger movements and patterns on screen to enter a PIN, identifier, orpassword; using game-based one-time PIN codes or passwords for lostcards or to authenticate with a financial transaction device in acardless scenario; entering answers to security questions in agame-based word search; providing a preselected color or pattern (ortheme) to be chosen along with a set of correct digits or characters;and implementing additional features for authentication if an unexpectedgame result (such as playing with an incorrect game piece) or unexpectedtransaction occurs.

FIG. 8 illustrates a flowchart 800 of detailed operations for performingauthentication operations with gamification in a customer financialtransaction device, according to an example. The operations include theidentification of a particular customer or customer account from thepresentation of a transaction card (e.g., financial card issued by afinancial institution) or a device (e.g., a smartphone operating anapplication of a financial institution) (operation 810). From theidentification of the customer, a theme for customized user interfacegamification on the customer financial transaction device is selected(operation 820) and implemented in authentication input scenarios(operation 830). Such authentication input scenarios may include a PINor password entry screen, security question input screen, or likeinput/output scenarios.

Based on the theme and information for the customer (such aspre-selected or pre-assigned information), the output of theauthentication input user interface is customized to the customer(operation 840). The authentication input user interface will thenreceive (and, in some examples, monitor) gameplay activity in thisauthentication input user interface (operation 850). The gameplayactivity is analyzed and an authentication input value (such as a PIN orpassword entry) is determined from the gameplay activity (operation860). If the authentication input value (and any other dynamic inputinformation) matches a stored authentication value or other preselectedvalue established for the customer, the customer may be successfullyauthenticated (operation 870).

In an example, a PIN entry and authentication process may be modifiedwith a gaming theme, such as CANDY CRUSH®, BEJEWELED®, or TETRIS®, or byusing classic/generic games, such as Sudoku or pinball. When a customerlogs in at the ATM, he or she must use a PIN and a card (or a present adevice or other identifier in a cardless scenario). To enter the PIN onan existing touchscreen ATM, a keypad pops up on the screen and presents0-9 in a static order on the keypad (often with 1 first on the top rowand 0 last on the bottom). If a third party wants to illegally obtainthe PIN, the third party can record or closely observe a customertouching the keypad in certain rows and in a certain order to figure outthe PIN from the static digit placement on the keypad. However, if thedigits on the keypad are not located on a traditional/static keypad orare moving on the screen, it makes it much harder to fraudulentlycapture the PIN.

FIG. 9 is an illustration of a user interface 900 for conducting anauthentication input using gamification user interface features in acustomer financial transaction device. As an example, the user interface900 depicts a scenario of game play from the tile-matching puzzle gameBEJEWELED®, where instead of numbers being presented on a touchscreenkeypad, the numbers may be integrated as part of a game on the screen.

The game screen 920 is configured to receive user interaction viamovement of the BEJEWELED® objects, where three or more “jewels” must belined up in order to serve as entry of a numerical character in a PIN.For example, to provide input in a PIN entry field 930 of a desired PIN“0682”, the game objects 940 (highlighted) must be lined up to input a“0”, the game objects 950 (highlighted) must be lined up to input a “6”,the game objects 960 (highlighted) must be lined up to input a “8”, andthe game objects 970 (highlighted) must be lined up to input a “2”.

Gamification of the user interface 900 may be used to present more“correct” numbers than “wrong” to increase the speed that a user is ableto perceive and select a particular combination of objects to input anumber. The user may also be provided with a bypass option 910 to “skip”the input of the numbers with gameplay, such as with the use of atraditional input screen or additional security questions. Othervariations to the timing, sequence, and selection of the particular PINnumbers (or symbols) also may be implemented.

In another example, continuing with the example of BEJEWELED®, thenumbers may appear in jewel graphics of different colors, which appearrandomly placed. To log in, the customer would have to touch a jewelwith the right first digit of the PIN, drag it to the next jewel withthe second digit on his pin, then the third, then the fourth, and so on.When performed in the correct order, the jewels will accompany someindication (e.g., exploding fireworks-style) and the customer will gainentry into the transaction screen. For example, when a customer isattempting to login to an ATM, the ATM knows which numbers are in thecustomer's PIN after the customer presents a card or electronic deviceto begin the transaction. The gamification may present more of thecorrect numbers in the game (e.g., in the jewels) than the wrong ones tohelp speed up the process (although such information may look like arandom combination to a non-account holder).

As another example, in a login styled after TETRIS®, the digits for aPIN may be presented to appear in shapes that fall from the top of thescreen. The customer will have to tap/drag the right digits/shapes inthe right order to the stack at the bottom. Digits will disappear fromthe shapes/jewels when touched by the customer. Dynamic and fastmovement (and unpredictable inputs from the user) in the game canprevent this and like user inputs from being intercepted by a thirdparty.

For an extra level of authentication, the customer could be required topre-select a color or shape when attempting to enter the correct PINcode in the game. For example, in BEJEWELED®, the customer may have topick blue jewels with the correct PIN numbers. If the customer chose ared jewel with the right digit, it would be considered wrong-just as ifthe customer had picked a blue jewel but with the wrong digit. Theselected color could vary by time period (e.g., varying each month) orthe selected color could be sent as part of a notification for ATMtransactions that are selected in advance or given at initial ATM/deviceconnection. This information may also be sent as part of a pushnotification to a software app running in the mobile device of thecustomer, which is detected as being in proximity to the ATM. The gamecould also be preselected by the customer from multiple game optionsavailable.

In addition to the implementation possibilities with trademarked orlicensed games such as BEJEWELED® or TETRIS®, generic or classic gamescould be used. For example, bubbles of different colors with digits inthem could be presented to “rain down” on the screen, and the customerhas to “pop” the right ones in the right order to successfully enter aPIN. Or, balls (colored with numbers) from a Pinball machine could“bump” around on the screen and the customer would have to touch theright ones in the right order to successfully enter the PIN.

In cases where the customer's transaction card is lost or a cardlesstransaction is attempted, the customer may cue up a transaction andobtain a one-time, temporary PIN either by a notification received onthe customer's device after selecting the transaction or when thecustomer's device is in proximity to the ATM. In addition to a temporaryPIN, the notification may indicate game directions, such as anindication to pick the blue objects or pick the square shaped objects.For a cardless scenario, the customer might also receive a notificationwith a password, PIN, or symbol for cued up transactions, for example asimple object such as “pineapple”. After the device connects to the ATM,a screen could pop up with a word search and the customer would have tocross through “pineapple” with a finger to authenticate his or heridentity.

Additional security measures such as alphanumeric passwords and securityquestion answers could be implemented as an extra step if a wrong PIN orsymbol combination is entered. The customer may receive a notificationon a mobile device that includes a pre-set or customized genericsecurity questions, as the customer is required to find answer to thesecurity question (e.g., a one word answer) in a gamified word search orscramble presented on an ATM screen. Or, the customer may have apreselected password/security answer that can be selected when a wordsearch verification is presented on the ATM screen. In some examples, apre-cued ATM transaction will be terminated or extra steps will beneeded to authenticate if the PIN or symbol combination is enteredincorrectly. Further, if the PIN or symbol combination is enteredincorrectly, security measures may be elevated, or further measures suchas requiring the customer to speak to a customer agent or even temporarylocking the customer's account until an authentication question isresolved.

The presently described authentication activity may be involved not onlyin the entry of an initial login identifier, but also during the sessionwith the customer financial transaction device. For example, specificauthentication or verification may be applied during the performance ofcertain transactions, such as transactions exceeding a certain dollaramount. For example, fund transfers under $100 may not request a specialtoken or impose additional security measures, whereas fund transfersthat are $100 or more may need a special token or entry of informationin an authentication screen. Likewise, the use of certain game tokens orgame actions may prompt entry or re-entry of some information if asecurity answer is incorrect or if a gamification measure is bypassed.To encourage use of gamification authentication inputs, rewards may beintegrated in connection with game-based authentication and verificationactivity. For example, customers could level up or receive set rewards,earn badges, or even receive real-world rewards after a certain numberof successful game log-ins.

In a further example, gamification may be integrated with customizable,multi-media security questions and answers to be used at the customerfinancial transaction device. A security question and answer session canbe used at the traditional card-and-pin ATMs of today but is also usefulin cardless ATMs (and that allow customers to cue up transactions inadvance) as an extra level of authentication or security. Gamificationprovides a useful mechanism by which customizable security questions andother authentication challenges can be answered. For example, gamifiedsecurity questions may provide responses to security questions that aremore dynamic, to include authentication values determined from intuitivemovements, gestures, images, faces, objects, sounds, or the like, knownto the user.

FIG. 10 illustrates a flowchart 1000 of detailed operations forperforming a security question and challenge with gamification in acustomer financial transaction device, according to an example. Theoperations of the flowchart 1000 are initiated based on customizedsecurity questions created for a gamification theme (operation 1010) andcustomized security question answers that are recorded for thegamification theme (operation 1020).

Upon the occurrence of an authentication event or other securitychallenge scenario, a particular security question and a contextualanswer are determined for user in the gamified user interface (operation1030). The particular security question is then presented in thegamified user interface (operation 1040), such as in connection with thegameplay user interaction techniques discussed herein. The userinterface then receives a contextual answer to the security questionfrom the user (operation 1050). If the contextual answer matches thesecurity question, then the user activity is authenticated (operation1060). If the contextual answer does not match the security question,then the user interface may implement additional or alternateauthentication techniques, or certain user activities may be denied orrestricted (operation 1070).

In an example, when a customer opens a new account with the financialinstitution or opts into this service, he or she can log in to online ormobile banking to create customized security questions and answers.Unlike traditional text-based responses to security questions, thesequestions can include a non-text-based response. For example, thecustomer can establish a security question: What's your favorite sign?As the answer, the customer can record herself on a mobile device orwebcam flashing the Peace Sign with her two fingers. If this securityquestion is asked at the ATM, the customer may then provide the PeaceSign to the ATM camera. A box may appear on the original recordingdevice and on the eventual ATM so that the customer lines up the PeaceSign gesture correctly. Gestures and personal activities such as Thumbsup, waving, clapping, making a facial gesture, and other visual cues canalso be used.

As another security question, the customer can establish a customquestion such as, who is your most loyal friend? To record the response,the customer can hold up a photo of a dog on the customer's smartphoneor a real photo of the customer's dog to a webcam/device camera. Thecustomer could even hold up the actual dog to the camera if the dogaccompanies the customer to the ATM. A similar answer technique couldwork with any image or object that the customer has access to serve as avalid response to a security question.

As the third security question, the customer can type in a securityquestion, such as “What has the best taste?” For the response, thecustomer can record saying “Pineapple” into a microphone/mobile device.Later, at the ATM, the customer would have to speak aloud “Pineapple”when signaled. Such technique may be enhanced by ATMs that includevirtual chat features and mechanisms to record sound and recognize voiceprints.

In an example, the use of security questions does not need to beperformed for all transactions; rather, such security questions may beused in cases where there is a failed log-in attempt or a security issueis detected. For example, in the case of advanced ATM authentication,the ATM device may track dynamic factors, such as patterns, behavior orbiometrics, and issue a security question in response to detecting ananomaly. A list of provided questions can also be chosen during accountinitialization, allowing the customer to customize how they will respondto a customized question. Additionally, if the customer can't answer acustomized question (for example, the customer didn't bring a picture ofthe dog to hold up to the ATM camera), the customer may request anothercustomized question or security mechanism.

Authentication through smart security questions may be presented inconnection with many gamification transaction and use scenarios at ATMs.As one example, the security question may be provided to the customer'smobile device, and the customer reaction has to be input or performed infront of the ATM (such as thumbs up to the camera/screen). As anotherexample, the question may appear as scrolling across the bottom of thescreen on the ATM and the customer has to provide a response to the ATM.As another example, the question may be provided to a customer devicepaired with the ATM and the customer action is entered on the customerdevice, which signals the ATM to authenticate. Other variations to thesetechniques are possible.

In another example, the security question may be provided from a dynamicquestion that asks about a recent transaction with the ATM or account,such as “How much did you deposit on Friday?” Additionally securityquestions based on context, or by asking a question that isn't aquestion. For example, the question, “What's the response to yoursecurity question?” where the customer has a security question and knowswhat the response should be. Also for example, suppose that a customerhas a security question such as “What is your favorite snack?”, andafter the question is launched, there will be a word such as “APPLE”that needs to be selected before the customer can proceed. This may beprovided within a game, in a scenario where the choice is not apparent(e.g. from a picture of a fruit basket), from a paragraph of text, orthe like. Other variations to customize and generate security questionssuch as a favorite pet, a favorite vacation location, or the like mayalso receive contextual answers.

Device and Computer Implementation Examples

FIG. 11 illustrates a block diagram of components deployed in a customerfinancial transaction device 1110 and a service provider (financialinstitution processing) device 1130 for implementation of theinteraction features described above with gamification user interfacefunctionality. It will be understood that the following components mayimplement the preceding described user interface themes,gamification-based user interface transactions, and authentication andsecurity questions.

The customer financial transaction device 1110 may include a series ofinterfaces implemented in software-configured hardware (e.g., a computersystem, circuitry, or specialized hardware) including an audio interface1112 to receive and output audio in connection with gamificationfeatures, a video interface 1116 to receive and output video inconnection with gamification features, a display interface 1120 toreceive and output graphical content in connection with gamificationfeatures, and an input interface 1124 to receive and process customerinput in connection with gamification features. The processingcomponents (e.g., a processor or processing circuitry) that may beoperated and used by the customer financial transaction device 1110 mayinclude security processing 1114 to implement security measures with thegamification features, authentication processing 1118 to implementauthentication verification with the gamification features, transactionprocessing 1122 to implement electronic financial and operationtransactions with the gamification features, and gamification userinterface processing 1126 to implement input and output processing foruser interface components that provide the gamification features. Thecustomer financial transaction device 1110 also may include (or access)advanced analytic systems (not shown), which can determine customerpreferences for configurations and options and to determine alternativeactions based on user responses and actions.

The financial institution processing device 1130, connected to thecustomer financial transaction device 1110 via a secure network 1170,may implement authentication and transactions, using features ofgamification according to the techniques described herein. Theprocessing components (e.g., a processor or processing circuitry) thatmay be operated and used by the financial institution processing device1130 may include financial data processing 1152 to implement financialdata inputs and outputs via gamification interactions, customer dataprocessing 1154 to implement customer data inputs and outputs viagamification interactions, transaction processing 1156 to performfinancial and information transactions based on gamificationinteractions, security input processing 1158 to process and implementsecurity measures based on gamification interactions, authenticationinput processing 1160 to process and analyze authentication inputs basedon gamification interactions, and gamification theme processing 1162 toimplement themes in user interfaces and generated content forgamification. These processing components may be integrated through theuse of gamification data and rules 1140 stored in one or more datastorage devices to accomplish gamification specific operations (e.g.,specific authentication or transaction operations) for a particularsession or user.

FIG. 12 illustrates a block diagram illustrating a machine in theexample form of a computer system 1200, within which a set or sequenceof instructions may be executed to cause the machine to perform any oneof the methodologies discussed herein, according to an example. Inalternative embodiments, the machine operates as a standalone device ormay be connected (e.g., networked) to other machines. In a networkeddeployment, the machine may operate in the capacity of either a serveror a client machine in server-client network environments, or it may actas a peer machine in peer-to-peer (or distributed) network environments.The machine may be a dedicated terminal (e.g., ATM unit, Kiosk), apersonal computer (PC), a tablet PC, a hybrid tablet, a personal digitalassistant (PDA), a wireless smartphone, a web appliance, a networkrouter, switch or bridge, or any machine capable of executinginstructions (sequential or otherwise) that specify actions to be takenby that machine. Further, while only a single machine is illustrated,the term “machine” shall also be taken to include any collection ofmachines that individually or jointly execute a set (or multiple sets)of instructions to perform any one or more of the methodologiesdiscussed herein.

Example computer system 1200 includes at least one processor 1202 (e.g.,a central processing unit (CPU), a graphics processing unit (GPU) orboth, processor cores, compute nodes, etc.), a main memory 1204 and astatic memory 1206, which communicate with each other via a link 1208(e.g., bus or interconnect). The computer system 1200 may furtherinclude a video display unit 1210, an input device 1212 (e.g., analphanumeric keyboard), and a user interface (UI) navigation device 1214(e.g., a mouse). In one example, the video display unit 1210, inputdevice 1212 and UI navigation device 1214 are incorporated into a touchscreen display. The computer system 1200 may additionally include astorage device 1216 (e.g., a drive unit), a signal generation device1218 (e.g., a speaker), a network interface device 1220, and one or moresensors (not shown), such as a global positioning system (GPS) sensor,compass, accelerometer, location/proximity sensor, pressure sensor, orother sensor.

The storage device 1216 includes a machine-readable medium 1222 on whichis stored one or more sets of data structures, rules, and instructions1224 (e.g., software) embodying or utilized by any one or more of themethodologies or functions described herein. The instructions 1224 mayalso reside, completely or at least partially, within the main memory1204, static memory 1206, and/or within the processor 1202 duringexecution thereof by the computer system 1200, with the main memory1204, static memory 1206, and the processor 1202 also constitutingmachine-readable media.

While the machine-readable medium 1222 is illustrated in an example tobe a single medium, the term “machine-readable medium” may include asingle medium or multiple media (e.g., a centralized or distributeddatabase, and/or associated caches and servers) that store the one ormore instructions 1224. The term “machine-readable medium” shall also betaken to include any tangible medium that is capable of storing,encoding or carrying instructions for execution by the machine and thatcause the machine to perform any one or more of the methodologies of thepresent disclosure or that is capable of storing, encoding or carryingdata structures utilized by or associated with such instructions. Theterm “machine-readable medium” shall accordingly be taken to include,but not be limited to, solid-state memories, and optical and magneticmedia. Specific examples of machine-readable media include non-volatilememory, including, but not limited to, by way of example, semiconductormemory devices (e.g., electrically programmable read-only memory(EPROM), electrically erasable programmable read-only memory (EEPROM))and flash memory devices; magnetic disks such as internal hard disks andremovable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks.

The instructions 1224 may further be transmitted or received over acommunications network 1226 using a transmission medium via the networkinterface device 1220 utilizing any one of a number of well-knowntransfer protocols (e.g., HTTP). The communications with thecommunication network 1226 optionally may occur using wirelesstransmissions sent via one or more antennas 1228. Examples ofcommunication networks include a local area network (LAN), a wide areanetwork (WAN), the Internet, mobile telephone networks, plain oldtelephone (POTS) networks, and wireless data networks (e.g., Bluetooth,Bluetooth Low Energy (BLE), Wi-Fi, 3G, and 4G LTE/LTE-A or WiMAXnetworks). The term “transmission medium” shall be taken to include anyintangible medium that is capable of storing, encoding, or carryinginstructions for execution by the machine, and includes digital oranalog communications signals or other intangible medium to facilitatecommunication of such software.

Specific implementation examples of the presently disclosed techniqueson the computer system 1200 may include all or portions of the followingexamples in method, machine, and manufacture forms. Each of thefollowing non-limiting examples may stand on its own, or may be combinedin any permutation or combination with any one or more of the otherexamples provided below or throughout the present disclosure.

Example 1 is a method for implementing gamification in a user interface,comprising a plurality of electronic operations executed with aprocessor and memory of a customer financial transaction device, theplurality of electronic operations including: designating a definedinteraction to be received from a user in a gamified user interfacetransaction display of the customer financial transaction device, thedefined interaction provided from input in a game scenario of thegamified user interface transaction display; receiving a user input fromthe user with the customer financial transaction device during apresentation of the game scenario with the gamified user interfacetransaction display; evaluating the user input received with thecustomer financial transaction device to determine whether the userinput corresponds to the defined interaction; and performing anelectronic financial transaction with the customer financial transactiondevice in response to determining that the user input received with thecustomer financial transaction device corresponds to the definedinteraction.

In Example 2, the subject matter of Example 1 optionally includes:implementing a theme for the gamified user interface transactiondisplay, the theme defining a plurality of user interface components forthe game scenario of the gamified user interface transaction displaythat enable a performance of the defined interaction.

In Example 3, the subject matter of Example 2 optionally includeswherein the theme for the gamified user interface transaction display isimplemented based on user customization of the gamified user interfacetransaction display, and wherein the theme includes customization ofgraphical content for the game scenario based on one or more contentfiles or content selections previously provided from the user.

In Example 4, the subject matter of any one or more of Examples 2-3optionally include wherein the theme for the gamified user interfacetransaction display is implemented based on service providercustomization, wherein the theme includes customization of graphicalcontent for the game scenario with input characteristics and outputcharacteristics established by a financial institution, and wherein thetheme is provided for user interfaces of multiple types of devicesoperated by the user, the multiple types of devices including thecustomer financial transaction device.

In Example 5, the subject matter of any one or more of Examples 2-4optionally include wherein the theme for the gamified user interfacetransaction display is implemented based on rules and graphical contentof a defined game, wherein the rules of the defined game are associatedwith a plurality of defined interactions in the game scenario includingthe defined interaction to be received from the user, and wherein thegamified user interface transaction display simulates game play of thedefined game using the rules and the graphical content in the gamescenario.

In Example 6, the subject matter of Example 5 optionally includeswherein the gamified user interface transaction display presents aplurality of selectable options in the game scenario to performrespective financial transactions, wherein the defined interactionincludes use of a designated game play graphical object to enable aparticular option from among the plurality of selectable options in thegame scenario, and wherein the defined interaction includes an action inthe game play of the defined game to interact with the designated gameplay graphical object and enable the electronic financial transaction.

In Example 7, the subject matter of any one or more of Examples 1-6optionally include: performing a security verification in response todetermining that the user input received with the customer financialtransaction device does not correspond to the defined interaction; andwherein performing the electronic financial transaction with thecustomer financial transaction device occurs in response to additionallysuccessfully performing the security verification.

In Example 8, the subject matter of any one or more of Examples 1-7optionally include: performing a biometrics scan of the user during thereceiving of the user input with the customer financial transactiondevice; and wherein performing the electronic financial transaction withthe customer financial transaction device occurs in response toadditionally determining that the user is verified from biometricinformation of the user received with the biometrics scan.

In Example 9, the subject matter of any one or more of Examples 1-8optionally include wherein the customer financial transaction device isan automatic teller machine or a kiosk, wherein the customer financialtransaction device includes a touchscreen display unit adapted to outputthe gamified user interface transaction display and receive the userinput in the gamified user interface transaction display.

Example 10 is at least one machine readable medium includinginstructions, which when executed by a computing system or otherelectronic device, cause the system to perform any of the techniques ofExamples 1-9.

Example 11 is a machine (e.g., a computer system, automatic tellermachine, kiosk, mobile device) including hardware configured to performany of the techniques of Examples 1-9.

Example 12 is a method for implementing gamification in a userinterface, comprising a plurality of electronic operations executed witha processor and memory of a customer financial transaction device, theplurality of electronic operations including: designating a definedinteraction to be received from a user in a session with the customerfinancial transaction device, the defined interaction provided fromauthentication input in a game scenario of a gamified user interfaceauthentication display; receiving a user input from the user with thecustomer financial transaction device during a presentation of the gamescenario with the gamified user interface authentication display;evaluating the user input received with the customer financialtransaction device to determine whether the user input corresponds tothe defined interaction; and authenticating the user in the session inresponse to determining that the user input received with the customerfinancial transaction device corresponds to the defined interaction.

In Example 13, the subject matter of Example 12 optionally includes:implementing a theme for the gamified user interface authenticationdisplay, the theme defining a plurality of user interface components forthe game scenario of the gamified user interface authentication displaythat enable a performance of the defined interaction.

In Example 14, the subject matter of Example 13 optionally includeswherein the theme for the gamified user interface authentication displayis implemented based on rules and graphical content of a defined game,wherein the rules of the defined game are associated with a plurality ofdefined interactions in the game scenario including the definedinteraction to be received from the user, and wherein the gamified userinterface authentication display simulates game play of the defined gameusing the rules and the graphical content in the game scenario.

In Example 15, the subject matter of any one or more of Examples 13-14optionally include wherein the theme for the gamified user interfaceauthentication display is used in an interaction session with afinancial institution to confirm validity of the interaction session,and wherein the theme for the gamified user interface authenticationdisplay includes a graphical object previously selected or provided fromthe user.

In Example 16, the subject matter of any one or more of Examples 12-15optionally include wherein the gamified user interface authenticationdisplay presents a plurality of options in the game scenario to performentry of an personal identification code, the personal identificationcode including one or more alphanumeric characters or symbols, whereinthe game scenario includes respective designated game play objects thatselect respective alphanumeric characters or symbols of the personalidentification code, and wherein the defined interaction includes a useraction in a defined game to interact with the respective designated gameplay objects to cause an input that matches the personal identificationcode.

In Example 17, the subject matter of any one or more of Examples 12-16optionally include the plurality of electronic operations furtherincluding: performing a security verification in response to determiningthat the user input received with the customer financial transactiondevice does not correspond to the defined interaction; and whereinauthenticating the user in the session occurs in response toadditionally successfully performing the security verification.

In Example 18, the subject matter of Example 17 optionally includeswherein the security verification includes presentation of a securityquestion with the customer financial transaction device and verificationof a security answer for the security question to an answer receivedwith the customer financial transaction device, and wherein the answerreceived with the customer financial transaction device is input by theuser based on game objects provided in the presentation of the gamescenario.

In Example 19, the subject matter of any one or more of Examples 17-18optionally include wherein the security verification includesverification of biometric information of the user, the biometricinformation obtained from a biometrics scan of the user performed duringthe receiving of the user input with the customer financial transactiondevice.

In Example 20, the subject matter of any one or more of Examples 12-19optionally include the plurality of electronic operations furtherincluding: performing a device-to-device communication between thecustomer financial transaction device and a mobile device of the userprior to receiving the user input, wherein the defined interaction isbased on information communicated to the mobile device in thedevice-to-device communication.

In Example 21, the subject matter of any one or more of Examples 12-20optionally include wherein the customer financial transaction device isan automatic teller machine or kiosk, wherein the customer financialtransaction device includes a touchscreen display unit adapted to outputthe gamified user interface authentication display and receive the userinput in the gamified user interface authentication display, and whereinauthenticating the user in the session enables performance of auser-controlled electronic financial transaction with the customerfinancial transaction device.

Example 22 is at least one machine readable medium includinginstructions, which when executed by a computing system or otherelectronic device, cause the system to perform any of the techniques ofExamples 12-21.

Example 23 is a machine (e.g., a computer system, automatic tellermachine, kiosk, mobile device) including hardware configured to performany of the techniques of Examples 12-21.

The above description is intended to be illustrative, and notrestrictive. For example, the above-described examples (or one or moreaspects thereof) may be used in combination with others. Otherembodiments may be used, such as by one of ordinary skill in the artupon reviewing the above description. Also, in the above DetailedDescription, various features may be grouped together to streamline thedisclosure. However, the claims may not set forth every featuredisclosed herein as embodiments may feature a subset of said features.Further, embodiments may include fewer features than those disclosed ina particular example. Thus, the following claims are hereby incorporatedinto the Detailed Description, with a claim standing on its own as aseparate embodiment. The scope of the embodiments disclosed herein is tobe determined with reference to the appended claims, along with the fullscope of equivalents to which such claims are entitled.

What is claimed is:
 1. A method for implementing gamification in a userinterface, comprising a plurality of electronic operations executed witha processor and memory of a customer financial transaction device, theplurality of electronic operations including: designating a definedinteraction to be received from a user in a session with the customerfinancial transaction device, the defined interaction provided fromauthentication input in a game scenario of a gamified user interfaceauthentication display; receiving a user input from the user with thecustomer financial transaction device in connection with a presentationof the game scenario with the gamified user interface authenticationdisplay; evaluating the user input received with the customer financialtransaction device to determine whether the user input corresponds tothe defined interaction; authenticating the user in the session inresponse to determining that the user input received with the customerfinancial transaction device corresponds to the defined interaction; andperforming a security verification in response to determining that theuser input received with the customer financial transaction device doesnot correspond to the defined interaction; wherein authenticating theuser in the session occurs in response to additionally successfullyperforming the security verification; and wherein the securityverification includes verification of biometric information of the user,the biometric information obtained from a biometric scan of the userperformed in connection with the receiving of the user input with thecustomer financial transaction device in connection with thepresentation of the game scenario.
 2. The method of claim 1, theplurality of electronic operations further including: implementing atheme for the gamified user interface authentication display, the themedefining a plurality of user interface components for the game scenarioof the gamified user interface authentication display that enable aperformance of the defined interaction.
 3. The method of claim 2,wherein the theme for the gamified user interface authentication displayis implemented based on rules and graphical content of a defined game,wherein the rules of the defined game are associated with a plurality ofdefined interactions in the game scenario including the definedinteraction to be received from the user, and wherein the gamified userinterface authentication display simulates game play of the defined gameusing the rules and the graphical content in the game scenario.
 4. Themethod of claim 2, wherein the theme for the gamified user interfaceauthentication display is used in an interaction session with afinancial institution to confirm validity of the interaction session,and wherein the theme for the gamified user interface authenticationdisplay includes a graphical object previously selected or provided fromthe user.
 5. The method of claim 1, wherein the gamified user interfaceauthentication display presents a plurality of options in the gamescenario to perform entry of an personal identification code, thepersonal identification code including one or more alphanumericcharacters or symbols, wherein the game scenario includes respectivedesignated game play objects that select respective alphanumericcharacters or symbols of the personal identification code, and whereinthe defined interaction includes a user action in a defined game tointeract with the respective designated game play objects to cause aninput that matches the personal identification code.
 6. The method ofclaim 1, wherein the security verification includes presentation of asecurity question with the customer financial transaction device andverification of a security answer for the security question to an answerreceived with the customer financial transaction device, and wherein theanswer received with the customer financial transaction device is inputby the user based on game objects provided in the presentation of thegame scenario.
 7. The method of claim 1, the plurality of electronicoperations further including: performing a device-to-devicecommunication between the customer financial transaction device and amobile device of the user prior to receiving the user input, wherein thedefined interaction is based on information communicated to the mobiledevice in the device-to-device communication.
 8. The method of claim 1,wherein the customer financial transaction device is an automatic tellermachine or kiosk, wherein the customer financial transaction deviceincludes a touchscreen display unit adapted to output the gamified userinterface authentication display and receive the user input in thegamified user interface authentication display, and whereinauthenticating the user in the session enables performance of auser-controlled electronic financial transaction with the customerfinancial transaction device.
 9. A non-transitory device-readablestorage medium, the device-readable storage medium includinginstructions that, when executed by a processor and memory of a customerfinancial transaction device, causes the customer financial transactiondevice to perform operations that: designate a defined interaction to bereceived from a user in a session with the customer financialtransaction device, the defined interaction provided from authenticationinput in a game scenario of a gamified user interface authenticationdisplay; receive a user input from the user with the customer financialtransaction device in connection with a presentation of the gamescenario with the gamified user interface authentication display;evaluate the user input received with the customer financial transactiondevice to determine whether the user input corresponds to the definedinteraction; authenticate the user in the session in response todetermining that the user input received with the customer financialtransaction device corresponds to the defined interaction; andperforming a security verification in response to determining that theuser input received with the customer financial transaction device doesnot correspond to the defined interaction; wherein authenticating theuser in the session occurs in response to additionally successfullyperforming the security verification; and wherein the securityverification includes verification of biometric information of the user,the biometric information obtained from a biometric scan of the userperformed in connection with the receiving of the user input with thecustomer financial transaction device in connection with thepresentation of the game scenario.
 10. The device-readable storagemedium of claim 9, wherein the instructions also cause the customerfinancial transaction device to perform operations that: implement atheme for the gamified user interface authentication display, the themedefining a plurality of user interface components for the game scenarioof the gamified user interface authentication display that enable aperformance of the defined interaction.
 11. The device-readable storagemedium of claim 10, wherein the theme for the gamified user interfaceauthentication display is implemented based on rules and graphicalcontent of a defined game, wherein the rules of the defined game areassociated with a plurality of defined interactions in the game scenarioincluding the defined interaction to be received from the user, andwherein the gamified user interface authentication display simulatesgame play of the defined game using the rules and the graphical contentin the game scenario.
 12. The device-readable storage medium of claim10, wherein the theme for the gamified user interface authenticationdisplay is used in an interaction session with a financial institutionto confirm validity of the interaction session, and wherein the themefor the gamified user interface authentication display includes agraphical object previously selected or provided from the user.
 13. Thedevice-readable storage medium of claim 9, wherein the gamified userinterface authentication display presents a plurality of options in thegame scenario to perform entry of an personal identification code, thepersonal identification code including one or more alphanumericcharacters or symbols, wherein the game scenario includes respectivedesignated game play objects that select respective alphanumericcharacters or symbols of the personal identification code, and whereinthe defined interaction includes a user action in a defined game tointeract with the respective designated game play objects to cause aninput that matches the personal identification code.
 14. Thedevice-readable storage medium of claim 9, wherein the securityverification includes presentation of a security question with thecustomer financial transaction device and verification of a securityanswer for the security question to an answer received with the customerfinancial transaction device, and wherein the answer received with thecustomer financial transaction device is input by the user based on gameobjects provided in the presentation of the game scenario.
 15. Thedevice-readable storage medium of claim 9, wherein the instructions alsocause the customer financial transaction device to perform operationsthat: perform a device-to-device communication between the customerfinancial transaction device and a mobile device of the user prior toreceiving the user input, wherein the defined interaction is based oninformation communicated to the mobile device in the device-to-devicecommunication.
 16. A computing system, comprising: a processor; and amemory device comprising instructions stored thereon, which whenexecuted by the processor, configure the processor to perform electronicoperations with a user interface of the computing system that: designatea defined interaction to be received from a user in a session with thecomputing system, the defined interaction provided from authenticationinput in a game scenario of a gamified user interface authenticationdisplay; receive a user input from the user with the computing system inconnection with a presentation of the game scenario with the gamifieduser interface authentication display; evaluate the user input receivedwith the computing system to determine whether the user inputcorresponds to the defined interaction; authenticate the user in thesession in response to determining that the user input received with thecomputing system corresponds to the defined interaction; and performinga security verification in response to determining that the user inputreceived with the customer financial transaction device does notcorrespond to the defined interaction; wherein authenticating the userin the session occurs in response to additionally successfullyperforming the security verification; and wherein the securityverification includes verification of biometric information of the user,the biometric information obtained from a biometric scan of the userperformed in connection with the receiving of the user input with thecustomer financial transaction device in connection with thepresentation of the game scenario.
 17. The computing system of claim 16,further comprising: storage hardware implementing a plurality ofdatabases, the plurality of databases including: a user interface themedatabase, the user interface theme database to provide theme data foruse in the user interface; a gamification definition database, thegamification definition database to provide definitions including aplurality of defined interactions for the user interface, the pluralityof defined interactions including the defined interaction evaluated fromthe gamified user interface authentication display; a transactiondatabase, the transaction database to provide transaction data for usein a plurality of electronic financial transactions initiated in theuser interface; and an authentication database, the authenticationdatabase to provide authentication data for additional authentication ofthe user in the user interface; and wherein the instructions furtherconfigure the processor to implement a theme for the gamified userinterface authentication display using the theme data, the themedefining a plurality of user interface components for the game scenarioof the gamified user interface authentication display that enable aperformance of the defined interaction.
 18. The computing system ofclaim 17, wherein the instructions further configure the processor toperform financial operations based on the data in the plurality ofdatabases; wherein the theme for the gamified user interfaceauthentication display is implemented based on rules and graphicalcontent of a defined game, the rules of the defined game beingassociated with the plurality of defined interactions; and wherein thegamified user interface authentication display simulates game play ofthe defined game using the rules and the graphical content in the gamescenario.
 19. The computing system of claim 18, further comprising:wherein the instructions further configure the processor to authenticatethe user in the session with the computing system based on the data inthe plurality of databases, and wherein the computing system is anautomatic teller machine or kiosk adapted to perform an electronicfinancial transaction upon request via input in the session with thecomputing system, and wherein data for the plurality of databases isprovided at least in part from a remote financial institution processingdevice connected to the computing system via a secure network.
 20. Thecomputing system of claim 18, wherein the instructions further configurethe processor to enable performance of a financial transaction with thecomputing system in response to successful authentication of the user inthe session, and wherein the computing system is an automatic tellermachine or kiosk adapted to perform one or more electronic financialtransactions upon request via input received in the session, and whereindata for the plurality of databases is provided from a remote financialinstitution processing device connected to the computing system via asecure network.
 21. The computing system of claim 16, furthercomprising: a touchscreen display unit including a display interfacedevice and an input interface device; wherein the computing system is anautomatic teller machine or kiosk, the touchscreen display unit of thecomputing system adapted to output the gamified user interfaceauthentication display and receive the user input in the gamified userinterface authentication display; and wherein the session is unique tothe user, the session used to conduct one or more electronic financialtransactions using the kiosk.